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General Tabletop Discussion
*Pathfinder & Starfinder
Coherence as a Critical Goal for 5e
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<blockquote data-quote="Lord Mhoram" data-source="post: 5910790" data-attributes="member: 4789"><p>Nice comments overall, and nice thread too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>As to the above paragraph I tend to agree. I saw this in myself then even stronger in 4E. I wanted a monk in 4E with the first PH - played a 2 weapon Ranger with "Martial Arts" as a weapon (GM was cool with this). Then re-flavored fluff but kept the mechanics the same.</p><p>As for M&M that is one of the basics of the game - like HERO it is an effects based system. The entire idea was that all the mechanic abilities have no actual flavor, and that flavor is explained by the player. Which means you can play any type of character you want. Personally I think that is almost necessary for a superhero game - so many character types with so many possible SFX (or power sources) no two of which work the same as others. </p><p></p><p>As for the class doesn't mean anything - yeah that was me. Each class level was, in my mind, nothing more than a specific package of skills and abilities that I could use to build my character closer to concept. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>But then I play HERO more than anything else, and that approach tends to come with me to other games I play.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 5910790, member: 4789"] Nice comments overall, and nice thread too. :D As to the above paragraph I tend to agree. I saw this in myself then even stronger in 4E. I wanted a monk in 4E with the first PH - played a 2 weapon Ranger with "Martial Arts" as a weapon (GM was cool with this). Then re-flavored fluff but kept the mechanics the same. As for M&M that is one of the basics of the game - like HERO it is an effects based system. The entire idea was that all the mechanic abilities have no actual flavor, and that flavor is explained by the player. Which means you can play any type of character you want. Personally I think that is almost necessary for a superhero game - so many character types with so many possible SFX (or power sources) no two of which work the same as others. As for the class doesn't mean anything - yeah that was me. Each class level was, in my mind, nothing more than a specific package of skills and abilities that I could use to build my character closer to concept. :D But then I play HERO more than anything else, and that approach tends to come with me to other games I play. [/QUOTE]
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Coherence as a Critical Goal for 5e
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